Boundless is an epic voxel sandbox MMO full of endless possibility and discovery. Uncover and seamlessly travel to new worlds, build, craft, trade, fight and form allegiances. Forge your destiny in a Boundless universe.

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- 74% of the 537 user reviews for this game are positive.

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access enables Boundless (formerly known as Oort Online) to grow and change, giving us the time to not only create the game we aspire to build, but something you, our passionate community crave. With your continued support and suggestions we can continue to make the game as good as we know it can be.

As it's still in development there are some rough edges and certain features are being refined but rest assured, Boundless is fully playable and offers a fun and unique sandbox MMO experience.”

Approximately how long will this game be in Early Access?

“Our goal is to release the full version of Boundless in late 2017. That being said, development will not end there, like any other MMO, we want to support Boundless for a number of years, continuing to add unique features and content to improve and expand the game.”

How is the full version planned to differ from the Early Access version?

“The following features are planned for Boundless:

Additional Creatures - As well as our current set of creatures

Additional Recipes - More crafting recipes to create new items, consumables and brews

Private Worlds - Create your own private world to share with everyone or your chosen few

And we won’t stop there!”

What is the current state of the Early Access version?

“Boundless is playable and has been constantly evolving since its launch on Early Access in November 2014. Many players have tens, even hundreds of hours playtime and are enjoying the current core gameplay experience:

Explore new worlds and discover the Boundless universe

Claim land as your own and protect the home you build

Craft items with your hands or improve upon them with Crafting Machines

Hunt creatures or gather natural resources with your crafted items

Buy, sell and trade your loot with other players in Boundless

Collaborate with friends and other players from around the world

Develop your character and customise their skills with the detailed skill tree system

March 12

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.

Overview:

This release is the result of a large amount of background work all coming together right now. There are a large amount of new features, which will give you lots of fun new things to play with. Because of the sheer quantity of new systems the balance of those systems will inevitably need work, and we’d like you to help us with this. When looking at these new features if you could try and separate the functionality that we have added (i.e. what you can do, and how you can do it) from the balance (i.e. the time things take, and how much effect things have) and feedback on them separately that would be really helpful to us. For example you may say: "I like the goal of the Energy mechanic to make timing and aiming my shots in combat more strategic (the functionality), but with high level weapons the Energy drains far too quickly / slowly to achieve that goal as it stands (the balance). Feeding back like that will allows us know where there are issues with the balance and where there are issues with the functionality.

Spawn location of spitter projectiles lowered so they will now be emitting from the snout.

New weather effects added and current weather effects updated. The new effects are more efficient and with better visuals. They should reduce the performance issues effecting some players. More weather effects will be added when the new planet and biome driven weather system is complete.

Glass block texture updated to a default grey bevelled frame.

Polished revive 3rd person animation.

Misc VFX polish: standard and slingbow blast hit effects, bomb fuse.

Crafting + Resources + Equipment:

Remove vertex distortion on the blocks when in inventories, plinths, etc.

Beacon View:

Added beacon plot view mode (defaults to B).

Added a contextual message to explain how to toggle the beacon view.

Beacon view now remains on if the player equips a Beacon, Campfire or Plotter for more than two seconds.

During the Tutorial it will always takes place in the day time.

Beacon heatmap view on planets in the sky changed to be toggled together with beacon-plot views (B button by default), instead of being based on having the warp-picker equipped to an equipped totem.

Beacon Fuel:

A new type of fuel has been added for Beacons. Leaves and Timber will no longer be valid fuel for a Beacon.

There are now 5 types of Beacon fuels which have different durations starting from 2 weeks and up to 16 weeks.

The tutorial objectives has been updated work with the new fuel types and match the new recipes.

Adjust to beacon fuel unlock order.

Minor Beacon Fuel is now available when you unlock the Basic Recipes skill.

Empty bucket can now be used on water to get a bucket of water.

New Drops and Drop Balance:

A host of new drop types as supplemental drops from blocks, plants and surface resources.

Number of drops increased, making luck more useful even on lower tier worlds.

A new set of creature drops:

Meat, blood, hide, glands, eyes, and trophies.

Adding Yuccas plants to home worlds.

Ancient Tech Remnants are now more common under lush surfaces instead of ice.

A totally revamped crafting tree, with numerous new ingredients and finished items:

Food ingredients such as sugar, rice, flour, oats, syrup and butter.

Finished food such as bread, pies and casseroles, as well as reducing hunger (see below) they also apply one of numerous new buffs (see below).

Buckets which can be filled with water from lakes and used for crafting. (Note: this isn’t the solution for placing fluid blocks.)

Cloths, bonding agents, amalgams and oils as ingredients for other recipes.

Decorative wood blocks.

A larger selection of slingbow augments.

Engines to upgrade the machines (see below).

Brews, which when consumed apply one of numerous new buffs (see below).

Bombs (see below).

Beacon fuel (see below).

Revive augment (see below).

Reduced the amount of fuel needed for the furnace.

Reduced the amount of sap needed to make glue.

Reduced the storage crafting time and made them output 2 blocks each.

Made doors be craftable on the crafting table.

Copper tool durability increased.

Re-added the Stone Chisel recipe which should also fix the issue where the Stone Chisel does not have the correct tint.

New Feature: ENGINES / COILS

Engines are used in upgrade machines, increasing their Power.

Engines are placed near to the machine it upgrades, but with an air gap, and when correctly placed links to the machine with a power beam.

Some recipes require a certain amount of Power to craft them.

Standard engines provide a small amount of power, advanced engines provide a larger amount of power.

If your machine has more power than a recipe requires then that recipe completes faster.

Like machines, Engines need to be repaired, but this must be done with the correct type of Engineering Spanner.

Engine beams will now damage the player and other entities, and wear will be caused to the engine when this occurs.

Power amounts reworked to be larger numbers.

New Feature: ATLASES

The purpose of Atlases is to help players find the asymmetrically distributed resources on a planet and determine which planets are rich in a particular resource.

An atlas will help focus your search in a particular area but you will still need to search and use knowledge of the resource’s particular spawning pattern.

An atlas is a literal “planet in the hand” that acts as a world map, and obeys all the laws of normal world lighting, it is visible in the hand of people holding them, and in storage blocks and plinths.

An atlas, when crafted is initially empty, and by actioning the atlas, it will attempt to register the current world with all regions of the world that you have visited. (If you haven’t visited any regions, then nothing can happen).

The atlas renders such that if you are on that same world, then the middle of the atlas in the screen will be where you currently are stood, with “up” on the screen being the direction your camera is facing. Actioning the atlas by holding the action button will bring the atlas up to the centre of the screen and enlarge it so you can get a better view, with a small amount of durability lost each time this is done. When actioned into the centre of the screen, the reticle will pinpoint your current location.

The atlas has a “fog-of-war” relating to the 50 regions on each world, so that only regions unlocked on the atlas are visible. Note that the regions are unlocked “on” the atlas, so you can sell an atlas that has all regions unlocked to another player to use. It is the action of using the atlas that adds any regions you have visited to its unlocked set. Regions are not automatically unlocked when the region is entered.

Atlases can be “powered-up” by equipping a totem Warp crystal, or by equipping any item that is dropped by a resource in the world, resources being any seams of metal or gems, coal or fossils, or any of the recently added surface resource blocks.

When a Warp crystal is equipped, the atlas will show a heat-map overlay of beacons on that world.

When a resource drop is equipped, the atlas will show a heat-map overlay of where you can find that resource drop in the world.

The atlas itself will be greyed-out during this, with the heat-map providing a gradient to show where you are most likely to find the resource, and the colour showing how plentiful that resource is on the world, on a gradient from green (not so plentiful) to reddish-pink (highly plentiful).

Equipping a warp crystal to your totem will now also show the same heat-map overlay of beacons on the world that equipping a warp crystal to an Atlas does, so when picking new warp locations you can choose to warp next to a populated area, including during the tutorial at the start of the game.

Re-balanced Spark Core Condition values so that they wear down more consistently with different fuel types.

Creatures + Combat + Characters:

Reducing the cooldown on cuttletrunk throw attacks from 50 seconds to 30 seconds.

Increasing the drop rate of the Hopper’s volatile blood and adding it to all tiers instead of just the higher tiers.

Clicking just before the Slingbow is ready to fire will now make the Slingbow fire once it is ready. This makes clicking in time with the Slingbow fire rate much easier!

Hoppers now use different explosion sizes based on their tier.

Hoppers can be stunned when they are hit with a hammer.

Creature drops have been overhauled. Each creature now has unique drops which can be used in various recipes. The amount of drops and drop types varies by the creature tier.

Dark Blood is no longer a drop from meteorites as the item no longer exists.

New Feature: BUFFS and DEBUFFS

Brew buffs provide short-term boosts.

Food buffs provide longer-term effects.

Only one food buff and one brew buff can be active at one time. Consuming a second brew will remove any existing brew buff. Consuming a second piece of food with remove any existing food buff.

Some brews and some bombs can cleanse debuffs. The amount of debuff duration removed depends on the item used, and the level of the debuff.

A collection of new character status effects triggered by the buffs:

Well Fed (food)

Invigorate (food)

Energise (food)

Shield(s) - physical and elemental (food)

Light (food)

Fast Learner (food)

Critical Chance (food)

Light Touch (food)

Heal (brew)

Recover (brew)

Fast (brew)

Strong (brew)

Revival (brew)

Innocuous (brew)

Luminous (brew)

Sick

Full Up

New Feature: BOMBS

The new bag of bombs item can now be crafted.

Click-and-hold with an equipped bag of bombs, will start the fuse of a held bomb.

Bombs will always be automatically thrown before they explode.

A short tap on the action button will drop the bomb just in front of you, anything longer will throw it further.

Bombs will blow up on impact with their target or when the fuse runs out.

Some bombs are weapons, and some will heal, recover energy or remove debuffs.

Damage dealing bombs have been adjusted to deal less damage to the environment and will now also destroy seams. All blocks destroyed with a bomb will not drop items because the drops are vaporised.

New Feature: RAGE

The Rage skill is now functional in the skill tree.

Text for each skill has been updated to reflect what each skill does.

Rage is accumulated based on the amount of damage received from creatures.

Rage effects increase by the amount of stacks you have accumulated.

Equip and consume a Rage Brew to convert the stacks into an ability.

Rage cannot be earned if a Rage skill is already active.

New Rage Skills - The different rage skills are listed below and the effects of the skills increase proportionally with the amount of rage accumulated:

Rage - Unlocks the ability to gain up to 10 stacks of Rage when you take damage from creatures. Consuming a Rage Brew restores a portion of health.

Rage Upgrade - Allows you to gain Rage faster and increases the amount of health restored when you consume a Rage Brew.

Power Surge - Deal damage to all nearby creatures when you consume a

Rage Brew with an area of effect attack.

Power Surge Upgrade - Increases the range and damage of a Power Surge when you consume a Rage Brew.

Adrenaline Rush - Restores health over time when you consume a Rage Brew for a period of time.

Adrenaline Rush Upgrade - Increases the effects of Adrenaline Rush when you consume a Rage Brew.

Thick Skin - Provides a temporary Shield when you consume a Rage Brew, increasing your Defence and Resistance against Kinetic and Impulse Attacks.

Thick Skin Upgrade - Increases the effects of Thick Skin when you consume a Rage Brew.

Contextual messages have been added to explain how rage works.

New Feature: FOCUS

The Focus skill is now functional in the skill tree.

Text for each skill has been updated to reflect what each skill does.

Focus is accumulated based on the amount of health recovered and amount of damage dealt to creatures.

Focus effects increase by the amount of stacks you have accumulated.

Equip and consume a Focus Brew to convert the stacks into an ability.

Focus cannot be earned if a Rage skill is already active.

New Focus Skills - The different focus skills are listed below and the effects of the skills increase proportionally with the amount of focus accumulated:

Focus - Unlocks the ability to gain up to 10 Stacks of Focus when you deal Damage to Creatures. Consuming a Focus Brew restores a portion of Energy.

Focus Upgrade - Allows you to gain Focus faster and increases the amount of Energy restored when you consume a Focus Brew.

Precise Strikes - Increases the amount of damage dealt for a period of time when you consume a Focus Brew.

Precise Strikes Upgrade - Increases the effects of precise strikes when you consume a Focus Brew.

Quickening Upgrade - Increases the effects of quickening when you consume a Focus Brew.

Petrify - An attack which slows nearby creatures when you consume a Focus Brew.

Petrify Upgrade - Increases the effects of petrify when you consume a Focus Brew.

Contextual messages have been added to explain how focus works.

New Feature: HUNGER

Players now gradually get hungry when they perform certain actions: use their held items, moving, jumping or sprinting.

The hungrier a character is the less energy they have to use their held items.

Players should eat food to increase their max energy.

When full up a buff is applied which slowly replenishes health.

Contextual messages have been added to explain how hunger works.

New Feature: ENERGY

Energy is consumed when the player uses a held item which has an energy drain cost.

The Totem, Axes, Shovels, Grapples, Chisels, Hammers, Spanners, Slingbows and Bombs now cost energy cost to use. The amount of Energy per item can be seen in the item’s details panel in the inventory.

Players cannot perform an action if the item’s energy cost is more than their current energy amount.

Energy quickly recovers when the player has stopped performing an action for a brief period of time.

The Energy attribute in the skill tree affects the amount of total Energy.

The Energy Regeneration Skill affects the amount of Energy restored per second.

The total energy is reduced by the character’s current hunger level.

Added HUD indicator for actioning an item with no energy.

Contextual messages have been added to explain how energy works.

New Feature: REVIVE

Defeated players who return to the Sanctum will be affected by a Death Sickness status effect. Certain attributes are reduced by 25% for 90 seconds.

Players can now equip a Revive Augment in the Totem to restore defeated players. The Revive skill is required to use the Revive Augment in the Totem.

Players can choose to return to the Sanctum or accept the Revive if another player has performed a Revive. Accepting the Revive will restore the player with a reduced death penalty and without the Death Sickness status effect.

The Revive ability can be upgraded in the skill tree to increase its potency.

The Revive ability has a cooldown once it has been used and can be reduced with a skill upgrade.

Sanctum + Tutorial + Objectives + Progression:

More skill points awarded, particularly for higher levels. (Note: The skill tree and skill system are still due an overhaul based on player feedback and extended game systems.)

Removed the requirement to craft handcrafted items with the crafting table unless the item can only be made with the crafting table.

Journal:

Adding new feats for making items with powered machines. Connect a machine to an engine to provide it with power.

Updated the layout and order of crafter feats.

Updated descriptions for certain crafter feats and gatherer feats.

Phytologist feat has been expanded to include other surface resources.

Added a new objective to explain how the revive system works. Unlock the revive skill to unlock the objective.

Reducing the rewards for Trader Feats due them being used as an exploit to level up faster. (Note: All feats will be reviewed in the future to make them less cheesable.)

New Objective message will show up each time you unlock a new objective.

Re-ordered the tutorial tasks so they make sense. You now get the task to craft tools before you get the task to make a crafting table.

GUI + HUD:

Optimised GUI CPU load.

Cleaned up portal info text GUI.

Added number of connected players and ping to the portal info text.

Polish pass on positioning of new recipe items in GUI, storage and on plinths, baskets etc.

Pressing empty (default X in the GUI) on a bucket containing a liquid will empty it.

Added permanent tool tip when the player is very hungry.

Added permanent tool tip when the build mode is enabled.

Added an amount to the missing item text on the furnace.

Character selection can now be done in world (a return to Sanctum is still required).

Changed player to player interaction:

Rather than going directly into the trading menu, there is a new menu that presents various details about the other player (e.g. Level, Attributes, Skills) and a set of interaction options: Friend, Trade, Track and Mute

Friend and Trade are request-response sequences (the other player has to agree to your request)

Track (available if you have sufficient skill) allows you to follow that player on your compass

Mute is per play session (not saved between sessions) and stops you seeing chat messages from that player, and stops you getting newsflashes when they try and Friend or Trade with you.

Changed quick move (shift click with default controls) to:

Stack with existing item stacks in the destination inventory (doesn’t support adding to smart stacks yet).

In the inventory screen always hold the item clicked on (even if it is already in the radial).

In the inventory screen allow switching an item from one hand to the other.

Chat update:

Added chat modes: say, shout and private message (PM).

Added icons and colours for chat modes and emotes.

Added text for emotes, and updated chat item header text.

Added background panels and input box.

Added mute toggle command (limited to session, and characters on your current world).

Chat lines now have a popup menu that allows reporting, muting and starting a PM.

Chat lines now have a scrollbar and can be scrolled with the mouse wheel.

Updated HUD feedback and presentation for dealt and received damage, and energy changes.

Energy changes shown as numbers coming from the player status HUD.

Damage taken and health regeneration shown as numbers coming from the player status HUD.

The size of the damage dealt is dependent on the proportion of the target’s health taken.

Damage which is resisted and repelled by Armour are reported separately.

Machine repair reported in the HUD.

When repairing and a machine is already fully repaired this is reported with each spanner turn.

Changed the colour of the number and text from repaired machines to be grey.

Engine:

Graphics options now have a auto, custom, low, medium and high options. With auto used on first play.

New lower resolution textures option for lower end GPUs.

Added a HUD interface scale option to the settings screen.

Added more precision to the GUI and HUDinterface scale on the settings screen.

Added a mesh block limit per chunk, currently 512, to avoid creating areas that are too costly.

Improve performance on multicore machines when CPU limited by 10-20%.

Adjustments to latency compensation to maintain more stable play for unstable connections, and improvements to packet loss calculations and inclusion of packet loss on the latency graph as a bright red line (shown as a percentage scaled to the graph height).

Fixed rare case of chunk failing to create a mesh.

Made sanctum planet rotate again, and increase the speed of planet rotations.

Fixed an issue with same-world warps/portals that may have caused you to appear in a strange position if jumping/falling whilst going through the portal and hitting a wall with a gap you can fit into directly on the other side.

Changes to weather shaders so that particulates that collide with the ground and move horizontally at larger speeds will no longer produce grid patterns on the ground.

Changes to the universe-structure moving towards a final solution. The universe is now much more free-form and can allow us to add more worlds automatically expanding the universe over time. For the existing universe things will “largely” be the same but warp distances have very much changed, as has the presentation of the worlds in the sky with a more free-form orbiting scheme that follows the rotations of the sky itself so planets visible during the day can be different than those during the night (gradually changing over time).

NOTE: Warp and Portal costs will continue to be iterated as we add more worlds to the new universe structure.

Server:

Re-worked settlements algorithm to help ignore beacons that are roads, or that contain roads that could cause settlements to be merged together badly, the settlements may change quite a lot at first, so there may be many new mayors or some smaller settlements that no longer exist.

Improved the server admin tools for banning users.

Changing the distance between worlds as we begin to migrate the current static universe structure to a dynamic universe structure.

Warp costs have been adjusted to account for the new dynamic universe structure. The Warp and Portal costs will be rebalanced once more worlds are added to the new universe structure.

World Builder:

Layered 3d noise components can now accept a noise function to vary the y between the normal slider value, and the extra fun-max-y slider value.

Every single node now has a “seed” value which will by default combine with the parent seed and propagate further down to the children. There is a checkbox to disable inheriting the parent seed first before combining, but will always combine with the world seed. Setting the seed to an empty string (the default in migrated configs) will allow for unadulterated sampling of child noise functions (if you are aiming to get the exact same noise pattern in two different parts of the config file for instance).

Virtually every single slider can now be right-click modified to add “randomisation” options. The slider value can be randomised between a min/max value with a possible non-uniform distribution. The randomisation is based on the seed of that node, so will change with different worlds, but be constant for a single “instance” of the world. This is for enabling a single config to generate different “shaped” worlds (eg same config, but in 1 generated world the mountains are shorter rather than just “different”). A slider cannot both be randomised “and” exposed from a custom-node. But exposed sliders from custom-nodes can themselves be randomised in usage.

There are now “random” type nodes for all node types, that have replaced what used to be the “join strata” node for instance. The random type nodes, allow multiple inputs, but present only a smaller number of them (possibly exactly 1 in cases like the noise functions where multiple inputs to the parent don’t make sense) and are randomised based on the seed of the node like with random sliders. Again, this is allowing us to define single config files that can generate more varied worlds, eg, by the world seed changing at the top level, one world will have a few different biomes compared to a different world seed due to that randomisation.

The way biomes are selected in the world has changed internally. Previously you may have had to mess around with the “weight” values on biomes to get the distribution you were looking for in the world, but that weight value is now interpreted more directly as a target of how prevalent that biome is in the world, and the actual internal weight value used will be iterated automatically as a pre-generation step so that (within reason, the noise functions for altitude/vegetation/humidity/temperature have to be sufficiently “noisy” to allow enough variation) if you have 4 biomes with the same weight value, then in the final world, they will occupy exactly 25% of the final world. This makes it much much easier to change/add/remove biomes and decide how rare they are, without having to worry about a whole web of interactions resulting from the selection functions and positions of the biomes in the selection space etc. For purposes of visualisation, this iteration is run at a lower iteration count with less quality to keep it largely realtime, but in a full world generation we run at higher quality with many more iterations to improve the accuracy. This means that the “biome-selection” visualisation may not match the actual generated world any more, but it should be “good enough” for iteration purposes.

There are now ceiling substrates, which will generate onto the “bottoms” (aka ceilings) of surface segments, so that a ceiling substrate on threed islands, will add material to the undersides of the 3d islands. The floor/surface substrates will take priority so that the ceiling substrates will not replace them.

The way strata work has been modified so that they will simply overwrite one another, instead of trying to push/pull each other around for strict layerings. This makes blendings of biomes much nicer to look at and easier for the designers to iterate the strata. The strata now no longer have restrictions on what type of block they can replace, but will also no longer replace substrate materials (which was the main reason to have restrictions in the first place to prevent that happening).

Biome-part nodes can now define (under the height-map data) what type of material the ground should be made from at its basic level, so that the “entire biome” can be made of sand, rather than being made of rock, and having to try and use substrate/strata to replace the entire ground with sand. For merging of biomes, a rough fixed pattern of 3d noise selects between the base types to get a smooth blending between the biomes that use different base materials.

Grass will no longer be removed when not exposed to direct sunlight, so grass may be generated underneath floating islands and overhangs, or even in dark caves if you so desired. Grass will continue not to spawn in liquids.

Dark-Glass block type is now made available for the generated worlds to use.

Some improvements made to initialisation times when generating/visualising sections of the config, this helps balance out the increased initialisation time due to the biome-weight iteration stage.

Cross posted from Devlog Forum. A list of bug fixes can also be found here.

Surface-resource generation added, with migrations for existing worlds. The surface resources are a set of existing (and many new) blocks that generate on top of the ground that will be used in various crafting recipes in the near future. Like with the embedded ore-generation, these resources are not perfectly fixed in the world, and will to an extent, redistribute when the chunks regenerate, and in such a way that we can continue to tweak the distributions in future too. Any existing versions of the blocks found in the world (storage is not modified) will be stripped in the migration before reseeding from scratch in a full-regeneration of the worlds outside of beacons.

Surface resources are currently set up to drop placeholder items. These are not the final items they will drop.

Balance pass on the new surface resources.

Fix for light cube sometimes already being on when switched too.

Fix for light cube blinking out briefly when shaken.

Creatures + Combat + Characters:

Fixed ribbons missing on some creature projectiles.

Stop Spitters from predictively turning more than 90 degrees to shoot at where their target will be.

Fix for creatures spawning inside beacons in some very rare cases.

Fix for creatures sometimes spawning right next to players.

Some creatures (Hoppers, Spitters and Cuttletrunks) can now spawn in caves.

Drops from creatures and completed meteorites can now only be collected by characters nearby at the time it was killed. This includes any characters with portals or warps nearby (so you can still get drops if you die).

Meteorites:

Players cannot place beacons in a meteorite landing area during the event (stops players griefing by beaconing the meteorite so nobody can claim the reward).

Fix for long pause in meteorite event creature spawning if they are killed faster than they spawn.

Meteorite event portals are now always within 25m of the meteorite.

Fix for no sound when hitting a meteorite core.

Added a 30% chance that a meteorite will be 1 level higher than the group of players would normally get.

Added triggered meteorites. These meteorites can be spawned by going to regions that have not been visited by any players recently.

Lowered ambient meteorite frequency since players can now force meteorites to spawn.

Meteorites have been disabled on home worlds.

Increased the time since last action to a creature to fix the issue where player’s were not receiving XP when they were involved in combat.

Slightly increased the blast radius of creature bombs.

Adjustments made to aggro generation. The amount of time a creature targets the instigator has been vastly reduced.

Creatures now take longer to reselect their targets due to the previous change.

Fixed a bug where the creature would be locked to a target for too long.

Sanctum + Tutorial + Objectives + Progression:

Adding an objective to explain how Master Beacon Controls should be used.

GUI + HUD:

Home Locations have been removed, and replaced with Home Beacons. Everyone will start out with a “temporary-home” the way they already did, but will be classed as a beacon and replaced with the first beacon you set as your home (placing a campfire or fuelling a new beacon will set that as the home automatically if you have none still). For migrations, users will have their current “home location” converted into “temporary-home” beacon.

You can now warp to beacons/campfires even after they have been expired or deleted, or even if you no longer have permissions (will still warp outside the beacon in this case if not public).

Fixed bug where interacting with beacons/worlds/settlements whilst filtering the lists would cause entirely different entries to be deleted etc in some cases…

Adding new crafter objectives to highlight to the player they can build a compactor, refinery and an extractor.

Adding new explorer feats for sprinting and adding a 4th achievement for creeping and swimming feats.

The distanced travelled while on foot feats have been changed to all distance travelled instead.

Rewards for certain Trader feats have been reduced or removed to prevent exploits.

Sign-in:

The game loader (a standalone exe on PC, menus integrated into the main game on Mac) has been replaced by new game GUI menus. This consists of a login menu to use for new players who already have a Boundless account, or a “create account” menu for new Boundless users. If you’ve played the game before you won’t see these menus as your SteamID was linked to your Boundless account the first time you played. There is improved error reporting and handling associated with these new menus.

There’s a new splash screen shown after assets are loaded.

SFX + Music:

Fix for server audio state system never setting inCave or underground fields.

New cuttletrunk attack sounds.

Update some Spitter attack sounds.

Engine:

The planets closer than the sun will correctly block out the suns effects now, including darkening the world into an eclipse if the sun becomes largely or completely occluded by a planet.

Removed options for disabling godrays and lensflare, these effects massively change the way the sun appears and with new lighting configs to come, the sun and sky can just look broken without them.

Added options for controlling the resolution scaling of reflections/portals and whether reflections/portals have as full as possible sets of effects (per-pixel lighting, weather rendered etc).

Added options to control number of portal connections that the client will make, and how many portals the client will try to render at the same time, as well as a perhaps harder to understand config value relating to terrain detail through portals which has a strong impact on RAM usage (if the scale value is 200% of the main world, and there are 2 connected portals, then both portals will render with the same terrain detail as the main world, but if there were 4 connected portals, then the terrain detail would be dropped in the portals such that across all 4 portal views, there is at most 200% the amount of chunks downloaded/meshed that there are for the main world, with each of the 4 portals having 70% terrain detail).

Added more resolution scale options, now being decrements of 10% from 100% to 30% of the screen size.

Fixed some misprediction behaviour when using grapples.

Re-enabled the player-player grappling for friends. Player-player grappling will still causes mispredictions however.

Fixed some physics issues on certain diagonally bevelled block shapes that would cause the player to get stuck.

Faster terrain generation on processor with more than four cores.

Significantly reduce the cost of reflections in complex scenes.

Client chunk-cache will use heuristics to help ensure when you configure the cache to use 8GiB, that it will not use (at least much more, generally less) than 8GiB of disk space. Previously it may have actually used upwards of 11GiB on disk.

Reduce VRAM usage of visual effects, which should with performance of older graphics cards.

It’s possible to get stuck between two walls of blocks when using a grapple tool to swing through a portal.

Item placed into Request Basket will disappear when placing the same item into storage.

Item wanted is completely different to what was placed there before on the Request Basket.

Items may unequip themselves after adding a stack of items to a smart stack.

Items will occasionally be unable to smart stack with other items that belong in the same smart stack category.

Left hand sometimes constantly triggers input when inside the sanctum.

Machines sometimes stop crafting after reaching 0s from the Currently Crafting list.

Menus may constantly reappear on screen after closing them.

Minus/negative XP may sometimes appear on screen.

Natural crystal base doesn’t have a mesh and can stick out from storage.

Opening or closing doors and trapdoors when standing too close to them will restrict player movement. To get out of the situation, interact with the door or trapdoor again.

Other players sometimes appear to not be have any items in their hands.

Region names may not be displayed correctly after discovering one.

Request Baskets (previously Buying plinths) that had wanted items set before v151 have unset them. Sorry. Going forward they will be fine.

Shift-clicking any inventory item on the Furnace GUI when ingredient slots are full will cause that item to disappear. To retrieve that item, break the Furnace.

Signs float after destroying blocks they have been placed on.

Skill descriptions are not final.

Some interactive blocks (crafting table, machine, and beacon control) have become corrupted during the migration. This will result in at best those blocks not being able to be interacted with, at worst the game crashing when interacting with those blocks. To fix the issue the block(s) in question need to be re-placed. In the case of anything other than a beacon control the block can simply be broken, picked up, and then re-placed. In the case of a beacon control this will work, although it would result in all the plots having to be re-placed one at a time and during that process the contents being unprotected. A better workaround for a beacon control is to craft a new beacon control, place that, and then break the old one, which will keep the beacon’s plots placed throughout the process.

Sometimes it’s not possible to return to the sanctum after losing all health.

Speech bubbles may still be displayed above players after going through portals.

‘Supply & Demand’ Trader feats are not working.

Terrain Detail on lava is inconsistent depending on the setting used.

Text cursor goes off screen on signs after pressing the Up key when there is more than 4 lines of text.

About This Game

In a vast universe of connected worlds, the choice is yours.

Explorer? Builder? Hunter? Trader? Fighter? Discover your place in the massive open-universe sandbox of Boundless. Watch the sunrise on one world before hunting down rare creatures on another. Explore dark caverns alone or build an empire with friends. Mine, trade or battle for resources. Can you unearth the elusive Oort technologies?

Will you build a shop, sell your treasures, craft amazing contraptions? Do you yearn to join the hunt for Titans, claim your land or seek new worlds? Open a Portal and expand your reach across the universe as you shape your citizen, define your role, and become Boundless.

Join the Great Transmigration and explore the Known Worlds of Boundless. Each world is full of unique inhabitants and resources, ripe for discovery. With your trusty Totem in hand and the ability to build Warp Conduits, you can pinpoint locations on other worlds and travel seamlessly between them. No waiting. No loading.

Discover and use materials to build your base. Craft Beacons and claim land as your own, protecting all your beloved items within it bounds from other Players and from sacrifice to the land. Use special tools to tweak and transform blocks into ever more interesting and unique structures. Your imagination is Boundless.

Master the art of crafting! Create weapons, tools, building materials, and a whole host of other technologies waiting to be discovered in the Known Worlds. Use advanced Crafting Machines to build ever more sophisticated items and further your potential. Forge your legacy.

Hunt down creatures of all shapes and sizes scattered throughout the Known Worlds. Each world has it’s own unique breed of creatures to discover, each requiring different strategies to best. Get ready to take on the challenge.

Everything bought and sold in Boundless is generated by you the players. Buy and sell items through player owned shops, compete with others to become the most successful trader in the universe.

Boundless is a sandbox MMORPG that encourages player collaboration. Find friends or players from all over the world. Explore, defeat dangerous creatures, gather rare resources and build a colony together.

Other Features

Learn the basics! Carefully crafted tutorials help you to understand the core elements of the game.

Complete Objectives, Feats and events to earn Coin and Experience Points to level up your character

Spend your hard earned skill points in the Skill Tree and tailor your character to how you want to play the game

Craft hundreds of items including, building blocks, tools, weapons, food and many more

Colonise planets by yourself or join a settlement with others and grow your beacon into the capital of the world with the Prestige system

Build and maintain a Portal between two worlds for you and others to use

Trade items with others or set up a shop to sell and buy items while you’re off adventuring

Each world automatically regenerates areas that are not protected by a Beacon and returns it to its original layout, creating new and much needed resources for you to collect

Seamlessly travel to new worlds and discover different creatures, resources, block colours and user generated creations in an ever-changing universe

No Subscription RequiredPurchase the game and enjoy your Boundless journey with NO MONTHLY FEE!